; English forum: http://www.purebasic.fr/english/viewtopic.php?t=42461#42461
; Author: Num3
; Date: 21. December 2003
; OS: Windows
; Demo: Yes

;/ ---------------------------------------------------------------------- 
;  GL.INC -- Part of the OpenGL32 API Includes for Purebasic 
;  Portions copyright Silicon Graphics and Microsoft. 
;/ ---------------------------------------------------------------------- 

;/* 
;** Copyright 1996 Silicon Graphics, Inc. 
;** All Rights Reserved. 
;** 
;** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.; 
;** the contents of this file may not be disclosed to third parties, copied or 
;** duplicated in any form, in whole or in part, without the prior written 
;** permission of Silicon Graphics, Inc. 
;** 
;** RESTRICTED RIGHTS LEGEND 
;** Use, duplication or disclosure by the Government is subject to restrictions 
;** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data 
;** and Computer Software clause at DFARS 252.227-7013, and/or in similar or 
;** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished - 
;** rights reserved under the Copyright Laws of the United States. 
;/ 

#GL_INC                             = 1 

#GL_VERSION_1_1                     = 1 

#GL_ACCUM                           = $0100 
#GL_LOAD                            = $0101 
#GL_RETURN                          = $0102 
#GL_MULT                            = $0103 
#GL_ADD                             = $0104 

#GL_NEVER                           = $0200 
#GL_LESS                            = $0201 
#GL_EQUAL                           = $0202 
#GL_LEQUAL                          = $0203 
#GL_GREATER                         = $0204 
#GL_NOTEQUAL                        = $0205 
#GL_GEQUAL                          = $0206 
#GL_ALWAYS                          = $0207 

#GL_CURRENT_BIT                     = $00000001 
#GL_POINT_BIT                       = $00000002 
#GL_LINE_BIT                        = $00000004 
#GL_POLYGON_BIT                     = $00000008 
#GL_POLYGON_STIPPLE_BIT             = $00000010 
#GL_PIXEL_MODE_BIT                  = $00000020 
#GL_LIGHTING_BIT                    = $00000040 
#GL_FOG_BIT                         = $00000080 
#GL_DEPTH_BUFFER_BIT                = $00000100 
#GL_ACCUM_BUFFER_BIT                = $00000200 
#GL_STENCIL_BUFFER_BIT              = $00000400 
#GL_VIEWPORT_BIT                    = $00000800 
#GL_TRANSFORM_BIT                   = $00001000 
#GL_ENABLE_BIT                      = $00002000 
#GL_COLOR_BUFFER_BIT                = $00004000 
#GL_HINT_BIT                        = $00008000 
#GL_EVAL_BIT                        = $00010000 
#GL_LIST_BIT                        = $00020000 
#GL_TEXTURE_BIT                     = $00040000 
#GL_SCISSOR_BIT                     = $00080000 
#GL_ALL_ATTRIB_BITS                 = $000FFFFF 

#GL_POINTS                          = $0000 
#GL_LINES                           = $0001 
#GL_LINE_LOOP                       = $0002 
#GL_LINE_STRIP                      = $0003 
#GL_TRIANGLES                       = $0004 
#GL_TRIANGLE_STRIP                  = $0005 
#GL_TRIANGLE_FAN                    = $0006 
#GL_QUADS                           = $0007 
#GL_QUAD_STRIP                      = $0008 
#GL_POLYGON                         = $0009 

#GL_ZERO                            = 0 
#GL_ONE                             = 1 
#GL_SRC_COLOR                       = $0300 
#GL_ONE_MINUS_SRC_COLOR             = $0301 
#GL_SRC_ALPHA                       = $0302 
#GL_ONE_MINUS_SRC_ALPHA             = $0303 
#GL_DST_ALPHA                       = $0304 
#GL_ONE_MINUS_DST_ALPHA             = $0305 

#GL_DST_COLOR                       = $0306 
#GL_ONE_MINUS_DST_COLOR             = $0307 
#GL_SRC_ALPHA_SATURATE              = $0308 

#GL_TRUE                            = 1 
#GL_FALSE                           = 0 

#GL_CLIP_PLANE0                     = $3000 
#GL_CLIP_PLANE1                     = $3001 
#GL_CLIP_PLANE2                     = $3002 
#GL_CLIP_PLANE3                     = $3003 
#GL_CLIP_PLANE4                     = $3004 
#GL_CLIP_PLANE5                     = $3005 

#GL_BYTE                            = $1400 
#GL_UNSIGNED_BYTE                   = $1401 
#GL_SHORT                           = $1402 
#GL_UNSIGNED_SHORT                  = $1403 
#GL_INT                             = $1404 
#GL_UNSIGNED_INT                    = $1405 
#GL_FLOAT                           = $1406 
#GL_2_BYTES                         = $1407 
#GL_3_BYTES                         = $1408 
#GL_4_BYTES                         = $1409 
#GL_DOUBLE                          = $140A 

#GL_NONE                            = 0 
#GL_FRONT_LEFT                      = $0400 
#GL_FRONT_RIGHT                     = $0401 
#GL_BACK_LEFT                       = $0402 
#GL_BACK_RIGHT                      = $0403 
#GL_FRONT                           = $0404 
#GL_BACK                            = $0405 
#GL_LEFT                            = $0406 
#GL_RIGHT                           = $0407 
#GL_FRONT_AND_BACK                  = $0408 
#GL_AUX0                            = $0409 
#GL_AUX1                            = $040A 
#GL_AUX2                            = $040B 
#GL_AUX3                            = $040C 

#GL_NO_ERROR                        = 0 
#GL_INVALID_ENUM                    = $0500 
#GL_INVALID_VALUE                   = $0501 
#GL_INVALID_OPERATION               = $0502 
#GL_STACK_OVERFLOW                  = $0503 
#GL_STACK_UNDERFLOW                 = $0504 
#GL_OUT_OF_MEMORY                   = $0505 

#GL_2D                              = $0600 
#GL_3D                              = $0601 
#GL_3D_COLOR                        = $0602 
#GL_3D_COLOR_TEXTURE                = $0603 
#GL_4D_COLOR_TEXTURE                = $0604 

#GL_PASS_THROUGH_TOKEN              = $0700 
#GL_POINT_TOKEN                     = $0701 
#GL_LINE_TOKEN                      = $0702 
#GL_POLYGON_TOKEN                   = $0703 
#GL_BITMAP_TOKEN                    = $0704 
#GL_DRAW_PIXEL_TOKEN                = $0705 
#GL_COPY_PIXEL_TOKEN                = $0706 
#GL_LINE_RESET_TOKEN                = $0707 

#GL_EXP                             = $0800 
#GL_EXP2                            = $0801 

#GL_CW                              = $0900 
#GL_CCW                             = $0901 

#GL_COEFF                           = $0A00 
#GL_ORDER                           = $0A01 
#GL_DOMAIN                          = $0A02 

#GL_CURRENT_COLOR                   = $0B00 
#GL_CURRENT_INDEX                   = $0B01 
#GL_CURRENT_NORMAL                  = $0B02 
#GL_CURRENT_TEXTURE_COORDS          = $0B03 
#GL_CURRENT_RASTER_COLOR            = $0B04 
#GL_CURRENT_RASTER_INDEX            = $0B05 
#GL_CURRENT_RASTER_TEXTURE_COORDS   = $0B06 
#GL_CURRENT_RASTER_POSITION         = $0B07 
#GL_CURRENT_RASTER_POSITION_VALID   = $0B08 
#GL_CURRENT_RASTER_DISTANCE         = $0B09 
#GL_POINT_SMOOTH                    = $0B10 
#GL_POINT_SIZE                      = $0B11 
#GL_POINT_SIZE_RANGE                = $0B12 
#GL_POINT_SIZE_GRANULARITY          = $0B13 
#GL_LINE_SMOOTH                     = $0B20 
#GL_LINE_WIDTH                      = $0B21 
#GL_LINE_WIDTH_RANGE                = $0B22 
#GL_LINE_WIDTH_GRANULARITY          = $0B23 
#GL_LINE_STIPPLE                    = $0B24 
#GL_LINE_STIPPLE_PATTERN            = $0B25 
#GL_LINE_STIPPLE_REPEAT             = $0B26 
#GL_LIST_MODE                       = $0B30 
#GL_MAX_LIST_NESTING                = $0B31 
#GL_LIST_BASE                       = $0B32 
#GL_LIST_INDEX                      = $0B33 
#GL_POLYGON_MODE                    = $0B40 
#GL_POLYGON_SMOOTH                  = $0B41 
#GL_POLYGON_STIPPLE                 = $0B42 
#GL_EDGE_FLAG                       = $0B43 
#GL_CULL_FACE                       = $0B44 
#GL_CULL_FACE_MODE                  = $0B45 
#GL_FRONT_FACE                      = $0B46 
#GL_LIGHTING                        = $0B50 
#GL_LIGHT_MODEL_LOCAL_VIEWER        = $0B51 
#GL_LIGHT_MODEL_TWO_SIDE            = $0B52 
#GL_LIGHT_MODEL_AMBIENT             = $0B53 
#GL_SHADE_MODEL                     = $0B54 
#GL_COLOR_MATERIAL_FACE             = $0B55 
#GL_COLOR_MATERIAL_PARAMETER        = $0B56 
#GL_COLOR_MATERIAL                  = $0B57 
#GL_FOG                             = $0B60 
#GL_FOG_INDEX                       = $0B61 
#GL_FOG_DENSITY                     = $0B62 
#GL_FOG_START                       = $0B63 
#GL_FOG_END                         = $0B64 
#GL_FOG_MODE                        = $0B65 
#GL_FOG_COLOR                       = $0B66 
#GL_DEPTH_RANGE                     = $0B70 
#GL_DEPTH_TEST                      = $0B71 
#GL_DEPTH_WRITEMASK                 = $0B72 
#GL_DEPTH_CLEAR_VALUE               = $0B73 
#GL_DEPTH_FUNC                      = $0B74 
#GL_ACCUM_CLEAR_VALUE               = $0B80 
#GL_STENCIL_TEST                    = $0B90 
#GL_STENCIL_CLEAR_VALUE             = $0B91 
#GL_STENCIL_FUNC                    = $0B92 
#GL_STENCIL_VALUE_MASK              = $0B93 
#GL_STENCIL_FAIL                    = $0B94 
#GL_STENCIL_PASS_DEPTH_FAIL         = $0B95 
#GL_STENCIL_PASS_DEPTH_PASS         = $0B96 
#GL_STENCIL_REF                     = $0B97 
#GL_STENCIL_WRITEMASK               = $0B98 
#GL_MATRIX_MODE                     = $0BA0 
#GL_NORMALIZE                       = $0BA1 
#GL_VIEWPORT                        = $0BA2 
#GL_MODELVIEW_STACK_DEPTH           = $0BA3 
#GL_PROJECTION_STACK_DEPTH          = $0BA4 
#GL_TEXTURE_STACK_DEPTH             = $0BA5 
#GL_MODELVIEW_MATRIX                = $0BA6 
#GL_PROJECTION_MATRIX               = $0BA7 
#GL_TEXTURE_MATRIX                  = $0BA8 
#GL_ATTRIB_STACK_DEPTH              = $0BB0 
#GL_CLIENT_ATTRIB_STACK_DEPTH       = $0BB1 
#GL_ALPHA_TEST                      = $0BC0 
#GL_ALPHA_TEST_FUNC                 = $0BC1 
#GL_ALPHA_TEST_REF                  = $0BC2 
#GL_DITHER                          = $0BD0 
#GL_BLEND_DST                       = $0BE0 
#GL_BLEND_SRC                       = $0BE1 
#GL_BLEND                           = $0BE2 
#GL_LOGIC_OP_MODE                   = $0BF0 
#GL_INDEX_LOGIC_OP                  = $0BF1 
#GL_COLOR_LOGIC_OP                  = $0BF2 
#GL_AUX_BUFFERS                     = $0C00 
#GL_DRAW_BUFFER                     = $0C01 
#GL_READ_BUFFER                     = $0C02 
#GL_SCISSOR_BOX                     = $0C10 
#GL_SCISSOR_TEST                    = $0C11 
#GL_INDEX_CLEAR_VALUE               = $0C20 
#GL_INDEX_WRITEMASK                 = $0C21 
#GL_COLOR_CLEAR_VALUE               = $0C22 
#GL_COLOR_WRITEMASK                 = $0C23 
#GL_INDEX_MODE                      = $0C30 
#GL_RGBA_MODE                       = $0C31 
#GL_DOUBLEBUFFER                    = $0C32 
#GL_STEREO                          = $0C33 
#GL_RENDER_MODE                     = $0C40 
#GL_PERSPECTIVE_CORRECTION_HINT     = $0C50 
#GL_POINT_SMOOTH_HINT               = $0C51 
#GL_LINE_SMOOTH_HINT                = $0C52 
#GL_POLYGON_SMOOTH_HINT             = $0C53 
#GL_FOG_HINT                        = $0C54 
#GL_TEXTURE_GEN_S                   = $0C60 
#GL_TEXTURE_GEN_T                   = $0C61 
#GL_TEXTURE_GEN_R                   = $0C62 
#GL_TEXTURE_GEN_Q                   = $0C63 
#GL_PIXEL_MAP_I_TO_I                = $0C70 
#GL_PIXEL_MAP_S_TO_S                = $0C71 
#GL_PIXEL_MAP_I_TO_R                = $0C72 
#GL_PIXEL_MAP_I_TO_G                = $0C73 
#GL_PIXEL_MAP_I_TO_B                = $0C74 
#GL_PIXEL_MAP_I_TO_A                = $0C75 
#GL_PIXEL_MAP_R_TO_R                = $0C76 
#GL_PIXEL_MAP_G_TO_G                = $0C77 
#GL_PIXEL_MAP_B_TO_B                = $0C78 
#GL_PIXEL_MAP_A_TO_A                = $0C79 
#GL_PIXEL_MAP_I_TO_I_SIZE           = $0CB0 
#GL_PIXEL_MAP_S_TO_S_SIZE           = $0CB1 
#GL_PIXEL_MAP_I_TO_R_SIZE           = $0CB2 
#GL_PIXEL_MAP_I_TO_G_SIZE           = $0CB3 
#GL_PIXEL_MAP_I_TO_B_SIZE           = $0CB4 
#GL_PIXEL_MAP_I_TO_A_SIZE           = $0CB5 
#GL_PIXEL_MAP_R_TO_R_SIZE           = $0CB6 
#GL_PIXEL_MAP_G_TO_G_SIZE           = $0CB7 
#GL_PIXEL_MAP_B_TO_B_SIZE           = $0CB8 
#GL_PIXEL_MAP_A_TO_A_SIZE           = $0CB9 
#GL_UNPACK_SWAP_BYTES               = $0CF0 
#GL_UNPACK_LSB_FIRST                = $0CF1 
#GL_UNPACK_ROW_LENGTH               = $0CF2 
#GL_UNPACK_SKIP_ROWS                = $0CF3 
#GL_UNPACK_SKIP_PIXELS              = $0CF4 
#GL_UNPACK_ALIGNMENT                = $0CF5 
#GL_PACK_SWAP_BYTES                 = $0D00 
#GL_PACK_LSB_FIRST                  = $0D01 
#GL_PACK_ROW_LENGTH                 = $0D02 
#GL_PACK_SKIP_ROWS                  = $0D03 
#GL_PACK_SKIP_PIXELS                = $0D04 
#GL_PACK_ALIGNMENT                  = $0D05 
#GL_MAP_COLOR                       = $0D10 
#GL_MAP_STENCIL                     = $0D11 
#GL_INDEX_SHIFT                     = $0D12 
#GL_INDEX_OFFSET                    = $0D13 
#GL_RED_SCALE                       = $0D14 
#GL_RED_BIAS                        = $0D15 
#GL_ZOOM_X                          = $0D16 
#GL_ZOOM_Y                          = $0D17 
#GL_GREEN_SCALE                     = $0D18 
#GL_GREEN_BIAS                      = $0D19 
#GL_BLUE_SCALE                      = $0D1A 
#GL_BLUE_BIAS                       = $0D1B 
#GL_ALPHA_SCALE                     = $0D1C 
#GL_ALPHA_BIAS                      = $0D1D 
#GL_DEPTH_SCALE                     = $0D1E 
#GL_DEPTH_BIAS                      = $0D1F 
#GL_MAX_EVAL_ORDER                  = $0D30 
#GL_MAX_LIGHTS                      = $0D31 
#GL_MAX_CLIP_PLANES                 = $0D32 
#GL_MAX_TEXTURE_SIZE                = $0D33 
#GL_MAX_PIXEL_MAP_TABLE             = $0D34 
#GL_MAX_ATTRIB_STACK_DEPTH          = $0D35 
#GL_MAX_MODELVIEW_STACK_DEPTH       = $0D36 
#GL_MAX_NAME_STACK_DEPTH            = $0D37 
#GL_MAX_PROJECTION_STACK_DEPTH      = $0D38 
#GL_MAX_TEXTURE_STACK_DEPTH         = $0D39 
#GL_MAX_VIEWPORT_DIMS               = $0D3A 
#GL_MAX_CLIENT_ATTRIB_STACK_DEPTH   = $0D3B 
#GL_SUBPIXEL_BITS                   = $0D50 
#GL_INDEX_BITS                      = $0D51 
#GL_RED_BITS                        = $0D52 
#GL_GREEN_BITS                      = $0D53 
#GL_BLUE_BITS                       = $0D54 
#GL_ALPHA_BITS                      = $0D55 
#GL_DEPTH_BITS                      = $0D56 
#GL_STENCIL_BITS                    = $0D57 
#GL_ACCUM_RED_BITS                  = $0D58 
#GL_ACCUM_GREEN_BITS                = $0D59 
#GL_ACCUM_BLUE_BITS                 = $0D5A 
#GL_ACCUM_ALPHA_BITS                = $0D5B 
#GL_NAME_STACK_DEPTH                = $0D70 
#GL_AUTO_NORMAL                     = $0D80 
#GL_MAP1_COLOR_4                    = $0D90 
#GL_MAP1_INDEX                      = $0D91 
#GL_MAP1_NORMAL                     = $0D92 
#GL_MAP1_TEXTURE_COORD_1            = $0D93 
#GL_MAP1_TEXTURE_COORD_2            = $0D94 
#GL_MAP1_TEXTURE_COORD_3            = $0D95 
#GL_MAP1_TEXTURE_COORD_4            = $0D96 
#GL_MAP1_VERTEX_3                   = $0D97 
#GL_MAP1_VERTEX_4                   = $0D98 
#GL_MAP2_COLOR_4                    = $0DB0 
#GL_MAP2_INDEX                      = $0DB1 
#GL_MAP2_NORMAL                     = $0DB2 
#GL_MAP2_TEXTURE_COORD_1            = $0DB3 
#GL_MAP2_TEXTURE_COORD_2            = $0DB4 
#GL_MAP2_TEXTURE_COORD_3            = $0DB5 
#GL_MAP2_TEXTURE_COORD_4            = $0DB6 
#GL_MAP2_VERTEX_3                   = $0DB7 
#GL_MAP2_VERTEX_4                   = $0DB8 
#GL_MAP1_GRID_DOMAIN                = $0DD0 
#GL_MAP1_GRID_SEGMENTS              = $0DD1 
#GL_MAP2_GRID_DOMAIN                = $0DD2 
#GL_MAP2_GRID_SEGMENTS              = $0DD3 
#GL_TEXTURE_1D                      = $0DE0 
#GL_TEXTURE_2D                      = $0DE1 
#GL_FEEDBACK_BUFFER_POINTER         = $0DF0 
#GL_FEEDBACK_BUFFER_SIZE            = $0DF1 
#GL_FEEDBACK_BUFFER_TYPE            = $0DF2 
#GL_SELECTION_BUFFER_POINTER        = $0DF3 
#GL_SELECTION_BUFFER_SIZE           = $0DF4 

#GL_TEXTURE_WIDTH                   = $1000 
#GL_TEXTURE_HEIGHT                  = $1001 
#GL_TEXTURE_INTERNAL_FORMAT         = $1003 
#GL_TEXTURE_BORDER_COLOR            = $1004 
#GL_TEXTURE_BORDER                  = $1005 

#GL_DONT_CARE                       = $1100 
#GL_FASTEST                         = $1101 
#GL_NICEST                          = $1102 

#GL_LIGHT0                          = $4000 
#GL_LIGHT1                          = $4001 
#GL_LIGHT2                          = $4002 
#GL_LIGHT3                          = $4003 
#GL_LIGHT4                          = $4004 
#GL_LIGHT5                          = $4005 
#GL_LIGHT6                          = $4006 
#GL_LIGHT7                          = $4007 

#GL_AMBIENT                         = $1200 
#GL_DIFFUSE                         = $1201 
#GL_SPECULAR                        = $1202 
#GL_POSITION                        = $1203 
#GL_SPOT_DIRECTION                  = $1204 
#GL_SPOT_EXPONENT                   = $1205 
#GL_SPOT_CUTOFF                     = $1206 
#GL_CONSTANT_ATTENUATION            = $1207 
#GL_LINEAR_ATTENUATION              = $1208 
#GL_QUADRATIC_ATTENUATION           = $1209 

#GL_COMPILE                         = $1300 
#GL_COMPILE_AND_EXECUTE             = $1301 

#GL_CLEAR                           = $1500 
#GL_AND                             = $1501 
#GL_AND_REVERSE                     = $1502 
#GL_COPY                            = $1503 
#GL_AND_INVERTED                    = $1504 
#GL_NOOP                            = $1505 
#GL_XOR                             = $1506 
#GL_OR                              = $1507 
#GL_NOR                             = $1508 
#GL_EQUIV                           = $1509 
#GL_INVERT                          = $150A 
#GL_OR_REVERSE                      = $150B 
#GL_COPY_INVERTED                   = $150C 
#GL_OR_INVERTED                     = $150D 
#GL_NAND                            = $150E 
#GL_SET                             = $150F 

#GL_EMISSION                        = $1600 
#GL_SHININESS                       = $1601 
#GL_AMBIENT_AND_DIFFUSE             = $1602 
#GL_COLOR_INDEXES                   = $1603 

#GL_MODELVIEW                       = $1700 
#GL_PROJECTION                      = $1701 
#GL_TEXTURE                         = $1702 

#GL_COLOR                           = $1800 
#GL_DEPTH                           = $1801 
#GL_STENCIL                         = $1802 

#GL_COLOR_INDEX                     = $1900 
#GL_STENCIL_INDEX                   = $1901 
#GL_DEPTH_COMPONENT                 = $1902 
#GL_RED                             = $1903 
#GL_GREEN                           = $1904 
#GL_BLUE                            = $1905 
#GL_ALPHA                           = $1906 
#GL_RGB                             = $1907 
#GL_RGBA                            = $1908 
#GL_LUMINANCE                       = $1909 
#GL_LUMINANCE_ALPHA                 = $190A 

#GL_BITMAP                          = $1A00 

#GL_POINT                           = $1B00 
#GL_LINE                            = $1B01 
#GL_FILL                            = $1B02 

#GL_RENDER                          = $1C00 
#GL_FEEDBACK                        = $1C01 
#GL_SELECT                          = $1C02 

#GL_FLAT                            = $1D00 
#GL_SMOOTH                          = $1D01 

#GL_KEEP                            = $1E00 
#GL_REPLACE                         = $1E01 
#GL_INCR                            = $1E02 
#GL_DECR                            = $1E03 

#GL_VENDOR                          = $1F00 
#GL_RENDERER                        = $1F01 
#GL_VERSION                         = $1F02 
#GL_EXTENSIONS                      = $1F03 

#GL_S                               = $2000 
#GL_T                               = $2001 
#GL_R                               = $2002 
#GL_Q                               = $2003 

#GL_MODULATE                        = $2100 
#GL_DECAL                           = $2101 

#GL_TEXTURE_ENV_MODE                = $2200 
#GL_TEXTURE_ENV_COLOR               = $2201 

#GL_TEXTURE_ENV                     = $2300 

#GL_EYE_LINEAR                      = $2400 
#GL_OBJECT_LINEAR                   = $2401 
#GL_SPHERE_MAP                      = $2402 

#GL_TEXTURE_GEN_MODE                = $2500 
#GL_OBJECT_PLANE                    = $2501 
#GL_EYE_PLANE                       = $2502 

#GL_NEAREST                         = $2600 
#GL_LINEAR                          = $2601 

#GL_NEAREST_MIPMAP_NEAREST          = $2700 
#GL_LINEAR_MIPMAP_NEAREST           = $2701 
#GL_NEAREST_MIPMAP_LINEAR           = $2702 
#GL_LINEAR_MIPMAP_LINEAR            = $2703 

#GL_TEXTURE_MAG_FILTER              = $2800 
#GL_TEXTURE_MIN_FILTER              = $2801 
#GL_TEXTURE_WRAP_S                  = $2802 
#GL_TEXTURE_WRAP_T                  = $2803 

#GL_CLAMP                           = $2900 
#GL_REPEAT                          = $2901 

#GL_CLIENT_PIXEL_STORE_BIT          = $00000001 
#GL_CLIENT_VERTEX_ARRAY_BIT         = $00000002 
#GL_CLIENT_ALL_ATTRIB_BITS          = $FFFFFFFF 

#GL_POLYGON_OFFSET_FACTOR           = $8038 
#GL_POLYGON_OFFSET_UNITS            = $2A00 
#GL_POLYGON_OFFSET_POINT            = $2A01 
#GL_POLYGON_OFFSET_LINE             = $2A02 
#GL_POLYGON_OFFSET_FILL             = $8037 

#GL_ALPHA4                          = $803B 
#GL_ALPHA8                          = $803C 
#GL_ALPHA12                         = $803D 
#GL_ALPHA16                         = $803E 
#GL_LUMINANCE4                      = $803F 
#GL_LUMINANCE8                      = $8040 
#GL_LUMINANCE12                     = $8041 
#GL_LUMINANCE16                     = $8042 
#GL_LUMINANCE4_ALPHA4               = $8043 
#GL_LUMINANCE6_ALPHA2               = $8044 
#GL_LUMINANCE8_ALPHA8               = $8045 
#GL_LUMINANCE12_ALPHA4              = $8046 
#GL_LUMINANCE12_ALPHA12             = $8047 
#GL_LUMINANCE16_ALPHA16             = $8048 
#GL_INTENSITY                       = $8049 
#GL_INTENSITY4                      = $804A 
#GL_INTENSITY8                      = $804B 
#GL_INTENSITY12                     = $804C 
#GL_INTENSITY16                     = $804D 
#GL_R3_G3_B2                        = $2A10 
#GL_RGB4                            = $804F 
#GL_RGB5                            = $8050 
#GL_RGB8                            = $8051 
#GL_RGB10                           = $8052 
#GL_RGB12                           = $8053 
#GL_RGB16                           = $8054 
#GL_RGBA2                           = $8055 
#GL_RGBA4                           = $8056 
#GL_RGB5_A1                         = $8057 
#GL_RGBA8                           = $8058 
#GL_RGB10_A2                        = $8059 
#GL_RGBA12                          = $805A 
#GL_RGBA16                          = $805B 
#GL_TEXTURE_RED_SIZE                = $805C 
#GL_TEXTURE_GREEN_SIZE              = $805D 
#GL_TEXTURE_BLUE_SIZE               = $805E 
#GL_TEXTURE_ALPHA_SIZE              = $805F 
#GL_TEXTURE_LUMINANCE_SIZE          = $8060 
#GL_TEXTURE_INTENSITY_SIZE          = $8061 
#GL_PROXY_TEXTURE_1D                = $8063 
#GL_PROXY_TEXTURE_2D                = $8064 

#GL_TEXTURE_PRIORITY                = $8066 
#GL_TEXTURE_RESIDENT                = $8067 
#GL_TEXTURE_BINDING_1D              = $8068 
#GL_TEXTURE_BINDING_2D              = $8069 

#GL_VERTEX_ARRAY                    = $8074 
#GL_NORMAL_ARRAY                    = $8075 
#GL_COLOR_ARRAY                     = $8076 
#GL_INDEX_ARRAY                     = $8077 
#GL_TEXTURE_COORD_ARRAY             = $8078 
#GL_EDGE_FLAG_ARRAY                 = $8079 
#GL_VERTEX_ARRAY_SIZE               = $807A 
#GL_VERTEX_ARRAY_TYPE               = $807B 
#GL_VERTEX_ARRAY_STRIDE             = $807C 
#GL_NORMAL_ARRAY_TYPE               = $807E 
#GL_NORMAL_ARRAY_STRIDE             = $807F 
#GL_COLOR_ARRAY_SIZE                = $8081 
#GL_COLOR_ARRAY_TYPE                = $8082 
#GL_COLOR_ARRAY_STRIDE              = $8083 
#GL_INDEX_ARRAY_TYPE                = $8085 
#GL_INDEX_ARRAY_STRIDE              = $8086 
#GL_TEXTURE_COORD_ARRAY_SIZE        = $8088 
#GL_TEXTURE_COORD_ARRAY_TYPE        = $8089 
#GL_TEXTURE_COORD_ARRAY_STRIDE      = $808A 
#GL_EDGE_FLAG_ARRAY_STRIDE          = $808C 
#GL_VERTEX_ARRAY_POINTER            = $808E 
#GL_NORMAL_ARRAY_POINTER            = $808F 
#GL_COLOR_ARRAY_POINTER             = $8090 
#GL_INDEX_ARRAY_POINTER             = $8091 
#GL_TEXTURE_COORD_ARRAY_POINTER     = $8092 
#GL_EDGE_FLAG_ARRAY_POINTER         = $8093 
#GL_V2F                             = $2A20 
#GL_V3F                             = $2A21 
#GL_C4UB_V2F                        = $2A22 
#GL_C4UB_V3F                        = $2A23 
#GL_C3F_V3F                         = $2A24 
#GL_N3F_V3F                         = $2A25 
#GL_C4F_N3F_V3F                     = $2A26 
#GL_T2F_V3F                         = $2A27 
#GL_T4F_V4F                         = $2A28 
#GL_T2F_C4UB_V3F                    = $2A29 
#GL_T2F_C3F_V3F                     = $2A2A 
#GL_T2F_N3F_V3F                     = $2A2B 
#GL_T2F_C4F_N3F_V3F                 = $2A2C 
#GL_T4F_C4F_N3F_V4F                 = $2A2D 

#GL_EXT_vertex_array                = 1 
#GL_EXT_bgra                        = 1 
#GL_EXT_paletted_texture            = 1 
#GL_WIN_swap_hint                   = 1 
#GL_WIN_draw_range_elements         = 1 

#GL_VERTEX_ARRAY_EXT                = $8074 
#GL_NORMAL_ARRAY_EXT                = $8075 
#GL_COLOR_ARRAY_EXT                 = $8076 
#GL_INDEX_ARRAY_EXT                 = $8077 
#GL_TEXTURE_COORD_ARRAY_EXT         = $8078 
#GL_EDGE_FLAG_ARRAY_EXT             = $8079 
#GL_VERTEX_ARRAY_SIZE_EXT           = $807A 
#GL_VERTEX_ARRAY_TYPE_EXT           = $807B 
#GL_VERTEX_ARRAY_STRIDE_EXT         = $807C 
#GL_VERTEX_ARRAY_COUNT_EXT          = $807D 
#GL_NORMAL_ARRAY_TYPE_EXT           = $807E 
#GL_NORMAL_ARRAY_STRIDE_EXT         = $807F 
#GL_NORMAL_ARRAY_COUNT_EXT          = $8080 
#GL_COLOR_ARRAY_SIZE_EXT            = $8081 
#GL_COLOR_ARRAY_TYPE_EXT            = $8082 
#GL_COLOR_ARRAY_STRIDE_EXT          = $8083 
#GL_COLOR_ARRAY_COUNT_EXT           = $8084 
#GL_INDEX_ARRAY_TYPE_EXT            = $8085 
#GL_INDEX_ARRAY_STRIDE_EXT          = $8086 
#GL_INDEX_ARRAY_COUNT_EXT           = $8087 
#GL_TEXTURE_COORD_ARRAY_SIZE_EXT    = $8088 
#GL_TEXTURE_COORD_ARRAY_TYPE_EXT    = $8089 
#GL_TEXTURE_COORD_ARRAY_STRIDE_EXT  = $808A 
#GL_TEXTURE_COORD_ARRAY_COUNT_EXT   = $808B 
#GL_EDGE_FLAG_ARRAY_STRIDE_EXT      = $808C 
#GL_EDGE_FLAG_ARRAY_COUNT_EXT       = $808D 
#GL_VERTEX_ARRAY_POINTER_EXT        = $808E 
#GL_NORMAL_ARRAY_POINTER_EXT        = $808F 
#GL_COLOR_ARRAY_POINTER_EXT         = $8090 
#GL_INDEX_ARRAY_POINTER_EXT         = $8091 
#GL_TEXTURE_COORD_ARRAY_POINTER_EXT = $8092 
#GL_EDGE_FLAG_ARRAY_POINTER_EXT     = $8093 
#GL_DOUBLE_EXT                      = #GL_DOUBLE 

#GL_BGR_EXT                         = $80E0 
#GL_BGRA_EXT                        = $80E1 

#GL_COLOR_TABLE_FORMAT_EXT          = $80D8 
#GL_COLOR_TABLE_WIDTH_EXT           = $80D9 
#GL_COLOR_TABLE_RED_SIZE_EXT        = $80DA 
#GL_COLOR_TABLE_GREEN_SIZE_EXT      = $80DB 
#GL_COLOR_TABLE_BLUE_SIZE_EXT       = $80DC 
#GL_COLOR_TABLE_ALPHA_SIZE_EXT      = $80DD 
#GL_COLOR_TABLE_LUMINANCE_SIZE_EXT  = $80DE 
#GL_COLOR_TABLE_INTENSITY_SIZE_EXT  = $80DF 

#GL_COLOR_INDEX1_EXT                = $80E2 
#GL_COLOR_INDEX2_EXT                = $80E3 
#GL_COLOR_INDEX4_EXT                = $80E4 
#GL_COLOR_INDEX8_EXT                = $80E5 
#GL_COLOR_INDEX12_EXT               = $80E6 
#GL_COLOR_INDEX16_EXT               = $80E7 

#GL_MAX_ELEMENTS_VERTICES_WIN       = $80E8 
#GL_MAX_ELEMENTS_INDICES_WIN        = $80E9 

#GL_PHONG_WIN                       = $80EA 
#GL_PHONG_HINT_WIN                  = $80EB 

#GL_FOG_SPECULAR_TEXTURE_WIN        = $80EC 

#GL_LOGIC_OP                        = #GL_INDEX_LOGIC_OP 
#GL_TEXTURE_COMPONENTS              = #GL_TEXTURE_INTERNAL_FORMAT 

; IDE Options = PureBasic v4.00 (Windows - x86)
; Folding = -
